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Running Head: GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 1
ADHD Student Response to a Gamified Behavior Management App: A Mixed Methods Study
Laszlo Pokorny
New Jersey City University
Author Note
Laszlo Pokorny, Department of Educational Technology, New Jersey City University
Correspondence concerning this article should be addressed to Laszlo Pokorny, 37 West Long
Drive, Lawrenceville, NJ 08648. Contact: [email protected]
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 2
ADHD Student Response to a Gamified Behavior Management App: A Mixed Methods Study
CHAPTER 1: INTRODUCTION
Introduction
ADHD is among the most prevalent psychiatric disorders affecting children (Barkely,
2006). Visser et al. (2014) reveal eleven percent (6.4 million) of school-aged American children
had been diagnosed with ADHD, as reported by parents in 2011. Their data shows 1 in 5 high
school boys, and 1 in 11 high school girls received an ADHD diagnosis (Visser et al., 2014).
Epidemiological data collected throughout the world reveals a consistent ADHD prevalence rate
in global populations (Faraone et al., 2003; Polanczyk et al., 2007, 2014; Willcut, 2012).
Academic outcomes of ADHD children tend to suffer because of the behavioral
characteristics associated with the disorder (Teta, 2008). Lack of academic engagement and not
following rules and instructions is often characteristic of ADHD behavior in the classroom.
ADHD impacts children’s lives inside and outside of school, resulting in disproportionately high
drug abuse and dropout rates, as well as comorbid psychiatric disorders such as anxiety and
depression (Evans et al., 2005). Researchers have explored various behavioral interventions
aimed at developing ADHD students’ metacognition, self-monitoring, and self-regulation
abilities to improve their behavior and academic outcomes (Vogelgesang, 2015; Schuck et al.,
2016).
Executive function, the brain operations that facilitate completion of tasks, has been
shown to be impaired in the ADHD brain (Brown, 2013). Therefore, a new understanding of the
underlying physiological and psychological characteristics of ADHD has emerged through the
discovery of the link to executive function impairment. As an example, ADHD children’s
inability to sustain motivation to complete tasks is now better understood through the knowledge
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 3
that ADHD children tend to have impaired rewards processing. The rewards processing
mechanism is likely impacted by abnormal dopamine activity in the ADHD brain (Dovis et al.,
2015). As a result, ADHD children often need continuous and immediate rewards to sustain their
motivation to complete tasks (Brown, 2013; Dovis et al., 2015).
Gamification of education, the application of game elements to learning, is increasingly
being utilized in academic communities (Dicheva, 2015). The aim of classroom gamification is
to create excitement and encourage competition within the context of the academic lesson. Game
elements such as rewards and point systems are often used to drive student motivation and foster
academic engagement (Wiggins, 2016).
Statement of the Problem
Brown (2013) defines executive functions as the self-management mechanism of the
brain. Most of the operations performed by the executive function system are not consciously
controlled. Therefore, the impulsive behaviors and hyperactivity that result from an impaired
executive function system are usually addressed by having ADHD subjects develop conscious
strategies to self-manage their behaviors. Impulsive and hyperactive behaviors of ADHD
children disrupt their learning and can lead to constant disciplinary measures taken against them
by teachers and parents, which tends to exacerbate learning problems and trigger anxiety and low
self-esteem.
An impaired rewards processing system in the ADHD brain also contributes to undesired
behaviors, an inability to stay focused, and low academic achievement (van Hulst, 2017). The
function of this brain mechanism is to manage motivation levels and process reward stimuli
(Smillie, 2013). Brain imaging research on ADHD subjects has revealed physiological
abnormalities in brain regions involved in rewards processing (Oldehinkel et al., 2016). Studies
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 4
have also shown ADHD subjects process rewards differently than non-ADHD subjects while
engaged in mental tasks. This difference manifests as ADHD subjects’ need for frequent small
rewards to maintain motivation for mental tasks (Oldehinkel, et al., 2016; van Hulst, 2017; Dovis
et al., 2015). The introduction of reward systems to ADHD e-therapy and executive function
training programs has resulted in improved motivation and outcomes (van Hulst, 2017; Dovis et
al., 2015).
Recent discoveries reveal the impaired executive function system in ADHD children
causes them to process and react to information and situations differently than children without
ADHD. The impact of gamification on behavioral outcomes and academic performance has
been examined in multiple studies, yet there is no research on how a gamified self-regulating
behavior management app impacts ADHD student behavior outcomes.
Purpose
The purpose of this mixed methods study is to determine the impact of a behavior
management app on ADHD student behavioral outcomes. Quantitative data is obtained from
direct student observations and an intervention rating system completed by the teacher.
Qualitative data is generated through pre- and post-intervention teacher interviews, a teacher’s
journal, student interviews, and teacher responses to open-ended questions included in the
intervention rating system.
Gamification of education and gamified learning apps are relatively new strategies to
present fun and engaging educational material to children. Gamified apps have also been
developed to help people manage various aspects of their daily lives including exercising,
dieting, and other routines. The recent availability of behavior management apps designed
specifically for ADHD students poses an interesting opportunity for researchers to study the
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 5
impact of this new intervention. Research on the effectiveness of these apps is scarce. The game
attributes and self-monitoring component of these apps are of particular interest to the ADHD
research community because of the executive function impairments that impact rewards
processing and impulsive hyperactive behaviors in ADHD children.
The research results will enlighten educators, parents, mental health professionals, and
researchers about the impact of a gamified behavior management app on ADHD behavior
outcomes. Teachers and parents can apply the results of this study to guide their behavior
management strategies for ADHD children.
Research Questions
This mixed methods study addresses three research questions. The purpose of this study
is to determine the impact of a behavior management app on ADHD student behavioral
outcomes. The research addresses the following three research questions.
1. What is the relationship between the use of a self-monitoring behavior management app,
iSelfControl, and academic engagement levels of students with ADHD?
2. How does the teacher perceive the effectiveness of a self-monitoring behavior
management app, iSelfControl?
3. How do students perceive the effectiveness of a self-monitoring behavior management
app, iSelfControl?
Assumptions
According to Creswell (2015), researchers’ decisions and approaches to conducting
qualitative, quantitative, and mixed methods research are influenced by their life experiences.
Due to the author’s direct experience with ADHD throughout his life, he brings numerous
assumptions about the impact of ADHD on student behavior. These assumptions extend to
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 6
educational and non-educational settings. This research is also influenced by the researcher’s
seven-year teaching experience in a K-12 setting. As a special needs teacher, the researcher has
been introduced to numerous interventions for students with disabilities. The author believes the
outcomes of this research will be valued by parents and educators of ADHD students.
The researcher brings the following assumptions to this research.
1. ADHD students have different behavior monitoring and self-management abilities than non-ADHD students.
2. Educators support ADHD students using behavior management apps.3. Students have electronic devices to run apps.4. Educators are interested in new ADHD behavior management tools.
Limitations
Limitations of the research include the research setting, quantity of participants, and
length of the study. Research participants are selected from a special needs school; therefore,
research findings might be considered school-specific as opposed to broadly applicable.
Limitations are summarized in the subsequent paragraphs.
Study participants are comprised of four ADHD students enrolled in fifth grade
mathematics at School X (school name confidential). The school services special needs students
with attention deficit and dyslexia related disorders. Study participants are identified and selected
according to their ADHD diagnosis and parental consent to participate in the research.
School X uses differentiated instructional strategies to accommodate the unique learning
styles, needs, and abilities of each student. School X’s students are evaluated using individually
tailored assessments. The uniqueness of School X’s student population and educational approach
might cause some to question the generalizability of this study to mainstream schools.
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 7
School X granted limited access (3 months, one semester) to conduct the study. Greater
time would make it possible to present a longitudinal review of the behavior management app
(Sullivan-Carr, 2016).
Delimitations
The gamified behavioral management app iSelfControl is used in this study. The app was
developed by a team of researchers at the Child Development School, Department of Pediatrics,
School of Medicine at the University of California Irvine. iSelfControl supports ADHD students’
self-regulation by having students monitor their own behavior, evaluate their behavior, and
adjust their behavior, if needed. The app was selected for this study based upon the positive
qualitative feedback on iSelfControl reported in Schuck et al. (2016). The app complements
classroom management strategies at School X. A variety of behavior management apps are
available through iTunes and Google Play, so it is uncertain whether iSelfControl was the
optimal choice.
Children who attend School X have computer tablets and are computer literate. Research
participants are able to buy their own tablets. It might not be feasible to introduce this gamified
behavior management intervention in schools with limited technology and computer availability.
CHAPTER 2: LITERATURE REVIEW
Introduction
The impact of classroom gamification and technology interventions on behavior
management and academic engagement of ADHD children has been examine in a limited
number of studies. Although several ADHD behavior management apps have been
commercialized, there is very little information available on the mode of action and efficacy of
these apps. Chapter 2 summarizes and reviews available literature on the impact of gamified
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 8
technology interventions on ADHD children in education and therapy contexts in order to
provide a background understanding of issues that are relevant to the current research.
Relevant Research
ADHD and Gamification
Retalis et al. (2014) presented the results of a pilot study on Kinems Mathloons and
SpaceMotif learning games, which use the Microsoft Kinect motion-based technology, on
learning and executive function outcomes of children with ADHD. The study analyzed data from
multiple sources including pre- and post-tests, learning and kinetic analytics data stored within
the program, and qualitative feedback from teachers. Their results revealed a statistically
significant improvement in executive function areas of concentration and impulsivity, and non-
statistically significant improvement in planning ability and working memory in response to the
programs. Data also revealed improvement in students’ learning outcomes, as well as strong
interest and motivation by children to engage in the Kinems programs (Retalis et al., 2014).
Although the study measured the impact on impulsivity, the program was not designed
specifically to improve self-regulation or behavior management.
Ranathunga et al. (2014) designed and presented an overview of an online mathematics
program designed specifically for children with attention problems. The program uses game
elements such as animation, badges, and rewards to engage users while they complete one of two
primary modules within the program, the dynamic game and the main game (Ranathunga et al.,
2014). The dynamic game evaluates users’ current math abilities and ADHD level to properly
place them within the main game. And the main game allows users to earn rewards and advance
through levels as they complete math exercises. The program continually reassesses players to
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 9
measure their progress. The research does not conduct a qualitative or quantitative assessment of
user learning or behavioral outcomes.
Wronska et al. (2015) examined the effects of a reading comprehension app, with game
elements, designed specifically to “hold the user’s attention” (Wronska et al., 2015). The study
evaluated motivation, satisfaction and usability of the app for children with ADHD. Three steps
are involved in advancing through the nine exercises in the game. The user must read a selection,
process the information, and then select a correct answer to a question about the reading.
Quantitative data on points earned and time to complete a task were collected directly from the
app. Qualitative data was collected from a user satisfaction survey. Analysis of quantitative data
revealed the scores and time to complete each level improved as students advanced through
stages. Analysis of qualitative data shows users found the app easy to use and valuable for
learning. The study did not examine ADHD behaviors or teacher feedback on the app.
Tan et al. (2012) selected four Singaporean elementary school students with ADHD to
determine their response to computer games designed for English language learning. Using a
case study approach, they examined the effect of two widely used phonics programs; Nessy
Learning Programme and Wordshark (Tan et al., 2012). They collected quantitative data from
pre- and post-tests measuring reading and spelling abilities before and after using the games.
Although spelling and reading scores did yield impressive changes, significant improvements in
student behavior were observed, particularly in the area of student attention. Teachers made the
behavioral observations. There was no quantitative data collected on behavioral change.
Bruhn et al. (2017) discuss the motivation and engagement effects of apps on special
education students. They use the “three C’s” of motivational instruction framework to explain
how apps can impact student motivation by challenging them, contextualizing the material, and
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 10
promoting student control of their own learning (Bruhn et al., 2017). The purpose of their study
was not to evaluate the apps, but rather to present a selection of apps that have shown
effectiveness in these areas. Bruhn et al. (2017), present a brief summary and discussion of the
following twelve apps: Math Champ Challenge, Science Trivia, Stack the States and Stack the
Countries, Storia, Bill Nye the Science Guy 20th Anniversary App, Brain POP, Kids Discover,
Nova Elements, Choiceworks, eClickers, Habit List, and Motivaider. The study does not include
data collection or analysis, nor does it specifically address ADHD.
e-Therapy
Gamified treatment options are on the rise in the behavioral health field (Bul et al., 2015).
ADHD children can typically engage in video games for hours on end despite their impaired
executive functions and attention difficulties. Therefore, mental health professionals and game
designers have teamed up to create gamified executive function training programs for ADHD e-
therapy.
Dovis et al. (2015) discuss the physiological and psychological underpinnings of ADHD
by reviewing literature that reveal the link between brain dopamine activity and motivational
deficits in children with ADHD. According to Dovis et al. (2015) research suggests that ADHD
children are less stimulated by rewards than normal children, so greater and more frequent
rewards are required for ADHD children to achieve optimal performance. Dovis et al. (2015)
further assert that gaming causes a release of striatal dopamine, leading to improved motivation.
In order to maintain motivation during executive function training, a gamified e-therapy
program, Braingame Brian, was design specifically for ADHD children. Players navigate
through a virtual world and move from level to level while earning rewards. The game targets
three executive functions; working memory, response inhibition, and cognitive flexibility (Dovis
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 11
et al., 2015). The research was set up as a “multicenter (14 sites), double-blind, placebo-
controlled, multi-arm parallel-group study” (Dovis et al., 2015). A finding that is particularly
relevant to the current study reveals a significant impact of Braingame Brian on teacher-rated
ADHD behavior. The study did not present quantitative measures of academic engagement.
Bul et al. (2015) developed a serious game, Plan-it Commander, to promote time
management, planning and organization, and social skills in children with ADHD. The study
presents the game development approach and scientific basis for the game design, along with
user survey results. Players navigate through a virtual setting while completing tasks with built-
in learning exercises. Data was gathered from pre- and post-intervention parent surveys, in
addition to a post-intervention child satisfaction survey. Student survey data analysis revealed
only 44% were motivated by the game and 67% felt they learned from the game. (Bul et al.,
2015). The study did not measure behavioral outcomes.
Dovis et al. (2012) compared the motivational effect of money verses computer games on
ADHD and non-ADHD children’s time-on-task and working memory. The study participants
were given a working memory task with varying intensities of reinforcement (feedback only, 1
euro, 10 euros, gaming). Research results reveal non-ADHD children outperformed ADHD
children on the working memory task, no matter what level of incentive was offered; however,
the data also revealed gaming can optimize the outcomes of ADHD students as much as a 10
euro incentive (Dovis et al., 2012). The study was not conducted in a classroom setting.
Prins et al. (2011) examined the impact of a working memory training program with
game elements on ADHD children’s motivation and training efficacy. The experiment was
conducted with 52 participants, 25 of whom were given the non-gamified (control) version of the
program, and 27 of whom were assigned to the gamified (experimental) version of the program.
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 12
Their findings reveal participants who used the gamified version of the working memory training
program displayed greater motivation (more time-on-task), better training outcomes (more
modules completed with less errors), and better working memory (higher evaluation scores on
working memory assessments) (Prins et al., 2011).
Apps
Kumaragama et al. (2015) identified and classified 32 commercially available mobile
health apps designed for people with ADHD. Each app fell in to one of ten functionality
categories; diagnostic, guidelines, education, conference, cognitive training, productivity,
journal, profiling, strategies, and reminder (Kumaragama et al., 2015). They conclude there are
truly effective apps available for ADHD persons to manage various aspects of their lives at bare
minimum of cost. The reviewed apps ranged in price from $0 to $11.00.
Schuck et al. (2016) sought to determine the feasibility and acceptability of the
iSelfControl behavior management app. Another goal was to determine the impact of the app on
students’ self-awareness and self-regulation. The final objective of the research was to determine
if the information generated by the app was useful to inform behavior management strategies in a
class with ADHD students. Research participants were comprised of twelve 5th grade students
and their teacher at a program operated by a public university specializing in educating children
with ADHD. Quantitative data on behavioral ratings, number of ratings, and student/teacher
rating discrepancies was collected directly from the app. The quantitative data was used to
inform research questions on feasibility, acceptability and the impact on students’ self-awareness
and self-regulation. Qualitative data was collected from a user satisfaction survey administered
to students and the teacher. Qualitative data was used to inform questions on feasibility,
acceptability, and behavior management strategies. The iSelfControl app was developed
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 13
collaboratively by researchers, professionals, and students at a school-based behavioral health
program for children with ADHD at the University of California Irvine. The goal of iSelfControl
is to help ADHD students improve their self-regulation by developing self-evaluation and
behavior management routines. The app specifically promotes the following three essential
processes for building self-regulation; monitoring present moment behavior, evaluating behavior,
and correcting behavior if needed (Schuck et al., 2016). The app prompts users to complete a
self-evaluation every 30 minutes to assess their behavior for the last 30 minutes of class. The
teacher also enters behavioral observations in their version of iSelfControl. Students can view
and compare their ratings to the teacher’s ratings of their behavior. A charting function allows
students to see their behavioral progress throughout the day. Quantitative data showed the app
provided students with valuable self-reflection time. Quantitative data revealed that students
tended to rate their behaviors better than the teacher’s ratings at the beginning of the experiment.
Towards the end of the experiment, the discrepancy between the student and teacher ratings
decreased, which indicated an improvement in students’ self-awareness. Qualitative data
revealed the app was well received by the teacher and students. The teacher and students both
indicated the app was easy to use and caused little disruption.
Vogelgesang (2015) examined the impact of a self-monitoring behavior management app on
students with behavior disorders. The aim of the study was to determine the relationship between
academic engagement and use of the app, and to assess teacher perceptions of its effectiveness.
Vogelgesang (2015) uses an embedded experimental design to conduct her mixed methods
study. Study participants are selected based on a teacher’s behavioral rating on a standardized
validated Strengths and Difficulties Questionnaire. Students whose score falls in the behavioral
disorder range are qualified to participate in the study. Three students and one teacher participate
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 14
in the study. The primary objective of this study is to evaluate the relationship between an
independent variable, a behavior monitoring app, and the dependent variable, academic
engagement. A single-case withdrawal design is used to address this objective. Special education
researchers often use this design when determining if a functional relationship exists between an
independent variable and a dependent variable. The four phases of the single-case withdrawal
design are: Phase 1 – Baseline, Phase 2 – Intervention, Phase 3 – Withdrawal, Phase 4 –
Intervention. Single-case research is the standard for investigating educational practices and
interventions at the individual level (Vogelgesang, 2015). Quantitative data is obtained from
observations, where the observer uses whole interval recording of student academic engagement,
and an intervention rating system (Intervention Rating Profile – 15) completed by the teacher.
Qualitative data is generated through pre- and post-intervention teacher interviews, a teacher’s
journal, and teacher responses to open-ended questions included in the intervention rating
system. Vogelgesang (2015) presents her findings from the single-case withdrawal design and
the corresponding academic engagement scores from the baseline phase, intervention phase,
withdrawal phase, and intervention phase. The findings reveal an increase in academic
engagement during intervention phases and a decrease in the withdrawal phase for all three
students, i.e. academic engagement consistently improves with the use of the app. Vogelgesang
(2015) presents themes that were identified during qualitative data analysis and she merges the
quantitative results from the Intervention Rating Profile – 15 with the qualitative responses in the
interview, journal and questionnaire to look for consistencies in the teacher’s quantitative and
qualitative responses. The teacher rated the intervention highly in the quantitative and qualitative
instruments, i.e. the quantitative and qualitative data were consistent.
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 15
Rewards
Rominus et al. (2014) analyzed the effects of the rewards component of a gamified
reading learning program on children’s motivation. Virtual tokens were rewarded to players of
GraphoGame as they completed reading tasks. The tokens were cashed-in by players to gain
access to the “reward games”. Quantitative data on players’ total playing time and completed
levels were retrieved from the GraphoGame system. Qualitative data was collected from parent
and children questionnaires. Analysis of the experimental data revealed minimal gains in reading
outcomes for the experimental group (gamified version); however, qualitative data revealed
significant improvement in the experimental group’s concentration levels. This study did not
focus on ADHD children.
Denny (2013) reported on a large-scale randomized, controlled experiment assessing the
effect of including a badge incentive system in an online educational program. Over 1000
students enrolled in an online course were randomly assigned to experimental (badge) or control
(no badge) groups. Quantitative data on time-on-system, number of questions authored, and
number of answers submitted by each student was collected from the system. Analysis revealed
badges had a positive effect on student motivation as indicated by significantly greater time-on-
system and more answers submitted from the experimental group. Qualitative data from student
surveys revealed overall positive feedback and a desire to continue working with the badge
system (Denny, 2013). The study did not specifically examine the impact of this system on
ADHD.
Summary
The impact of classroom gamification and technology interventions on behavior
management and academic engagement of ADHD children has been examine in a limited
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 16
number of studies. Although several ADHD behavior management apps have been
commercialized, there is very little information available on the mode of action and efficacy of
these apps. Chapter 2 summarized and reviewed available literature on the impact of gamified
technology interventions on ADHD children in education and therapy contexts in order to
provide a background understanding of issues that are relevant to the current research.
The reviewed research reveals several limitations of currently available studies on this
topic. For example, studies use different benchmarks to measure student motivation and
engagement. There is also a lack of standardized definitions and classification system for apps. It
is also unclear from many of these studies whether ADHD children realize long-term benefits
from some of the technology interventions. Some studies rely solely on qualitative data to
measure student outcomes, whereas other studies rely solely on quantitative data.
When researching the impact of interventions on special needs populations, multiple data
sources and feedback from parents, teachers and students can provide a holistic overview of the
successes and failures of the strategy. The current study draws upon Vogelgesang (2015) and
Schuck et al. (2016) to design a mixed methods research methodology that examines the impact
of the iSelfControl app on ADHD student academic engagement. Multiple sources of qualitative
and quantitative data are brought together to provide a complete assessment of this behavior
management intervention.
CHAPTER 3: RESEARCH METHODOLOGY
Introduction
Chapter 3 describes the methodology used in this study, including the research design,
reason for the methodology, research site, sample population, and data collection methods. This
mixed methods study is designed to determine the impact of a gamified behavior management
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 17
app on ADHD students’ behavioral outcomes. The primary purpose of this research is to
determine the effect of a gamified self-monitoring behavior management app on ADHD
students’ academic engagement. The secondary objective is to examine participating students’
and teacher’s perceptions of the intervention.
The research methodology draws upon the mixed methods research framework presented
by Vogelgesang (2015) and Schuck et al. (2016). The research is founded upon the hypothesis
that gamified self-regulation techniques combined with normal classroom management improves
ADHD student behaviors. This hypothesis is based on studies of gamification, self-regulation,
and ADHD brain characteristics. ADHD children have been shown to respond positively to
gamification in the classroom (Oldehinkel, et al., 2016; van Hulst, 2017). Research has also
revealed self-monitoring interventions are an effective way to reduce problem behaviors, and
improve student attention and productivity (Vogelgesang, 2015; Bruhn et al., 2015; Harris et al.,
2005).
The research questions are:
1. What is the relationship between the use of a self-monitoring behavior management app,
iSelfControl, and academic engagement levels of students with ADHD?
2. How does the teacher perceive the effectiveness of a self-monitoring behavior
management app, iSelfControl?
3. How do students perceive the effectiveness of a self-monitoring behavior management
app, iSelfControl?
Research Design
Creswell (2015) defines mixed methods research designs as “procedures for collecting,
analyzing, and mixing both quantitative and qualitative methods in a single study to understand a
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 18
research problem” (p. 619). In order to properly address the research questions in this mixed
methods study, a concurrent embedded, or nested, experimental design is used. This design is
employed when qualitative data is required to address a secondary question inside a largely
quantitative study (Creswell & Clark, 2011). The implementation sequence of this study follows
a concurrent design, in which qualitative and quantitative data are collected at the same time
(Creswell & Clark, 2011; Kroll & Neri, 2009). Integration of the quantitative and qualitative data
happens during the analysis phase. In this concurrent nested study, quantitative methods
dominate while the qualitative is nested, or embedded, in the study. The embedded qualitative
method plays a secondary role in answering the research questions (Kroll & Neri, 2009).
Quantitative data is obtained from direct student observations and an intervention rating
system completed by the teacher. Qualitative data is generated through pre- and post-intervention
teacher interviews, a teacher’s journal, student interviews, and teacher responses to open-ended
questions included in the intervention rating system.
Single-Case Research
The primary objective of this study is to evaluate the relationship between an independent
variable, iSelfControl, and the dependent variable, academic engagement. A single-case
withdrawal design is used to address this objective. Special education researchers often use this
design when determining if a causal, or functional, relationship exists between an independent
variable and a dependent variable (Vogelgesang, 2015; Kratochwill et al., 2010). Single-case
research is the standard for investigating educational practices and interventions at the individual
level (Vogelgesang, 2015; Kratochwill et al., 2010).
Three to eight participants are typically included in a single-case study, with each
participant serving as their own control (Vogelgesang, 2015; Kratochwill et al., 2010). In this
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 19
study, pre-intervention behavior is compared to behavior during and after the intervention using
recurring measurements. Demonstration of experimental control and establishment of a
functional relationship is achieved when the dependent variable, academic engagement, changes
at least three times in response to the independent variable, iSelfControl (Vogelgesang, 2015).
A single-case ABAB withdrawal design is used to assess whether a functional
relationship exists between iSelfControl and academic engagement levels of four ADHD
students in a classroom setting. The ABAB design entails the following steps; A–baseline, B–
Intervention, A–Withdrawal, B–Intervention (Vogelgesang, 2015). During the baseline period
(step A), the targeted behavior (academic engagement) is measured repeatedly before
introducing the intervention. During step B, the intervention (iSelfControl) is introduced and the
targeted behavior is measured repeatedly. During the withdrawal period, the intervention is
withdrawn but measurement of the targeted behavior continues. Finally, the intervention is
reintroduced and measurements of academic engagement are recorded. The point of this study
design is to be able to demonstrate experimental effect three times by examining covariation of
the dependent variable (academic engagement) with manipulation of the independent variable
(iSelfControl) (Vogelgesang, 2015).
Method
iSelfControl was determined to be the most suitable app for this study based upon
literature reviewed. The app was developed collaboratively by researchers, professionals, and
students at a school-based behavioral health program for children with ADHD at the University
of California Irvine. The goal of iSelfControl is to help ADHD students improve their self-
regulation by developing self-evaluation and behavior management routines. The app
specifically promotes the following three essential processes for building self-regulation;
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 20
monitoring present moment behavior, evaluating behavior, and correcting behavior if needed
(Schuck et al., 2016). The gamified version of iSelfControl includes animations and virtual token
rewards for completing self-evaluations and behavior corrections. The app prompts users to
complete a self-evaluation every 30 minutes to assess their behavior for the last 30 minutes of
class. The teacher also enters behavioral observations in their version of iSelfControl. Students
can view and compare their ratings to the teacher’s ratings of their behavior. A charting function
allows students to see their behavioral progress throughout the day.
Permission to use the iSelfControl app is obtained by writing to the developers at
University of California Irvine (See technology access letter in Appendix A). The researcher
downloads the app onto the teacher and student tablets and trains them on how to use
iSelfControl. The user-friendly interface makes it self-explanatory and easy for the students and
teacher to pick up.
Population and Sample
The research is conducted at a private school located just outside the city of Philadelpha,
PA. The school services students in grades 4-12 with ADHD and dyslexia. Their educational
approach is based upon a continuous feedback program. The research site was selected primarily
due to their specialization in educating ADHD students. A letter of request to conduct research
(see Appendix B) is submitted to the principal of the school.
Study participants are selected from fifth grade mathematics at School X. Each student
has their own tablet computer that they carry with them throughout the day. iSelfControl is
downloaded on to the tablet computers by the researcher.
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 21
Research Participants
Potential research participants are identified by the fifth grade mathematics teacher, who
also helps to communicate with the parents. Four students with ADHD, who are taking fifth
grade mathematics, are selected to participate in the study. The participants were selected based
on their ADHD classification, an “at risk” score on the Strengths and Difficulties Questionnaire
(Goodman, 1997), and their behavioral characteristics, including frequently off-task, low
academic engagement, and disruptive behavior as assessed by teacher observations. These
criteria were used to select study participants based on research indicating that self-monitoring
interventions may benefit students with off-task, inattentive, and disruptive behaviors
(Vogelgesang, 2015; Carter, et al., 2011). The Strengths and Difficulties Questionnaire is
explained in the data collection section of this paper.
Parents are sent letters requesting consent to have their children participate in the study
(see Appendix C). The letter includes a description of the project and requires parents to sign and
return the consent form to the researcher. After receiving parent approval, the teacher explains
the research to the students and makes sure they agree to participate in the study.
The success of this study hinges on successful collaboration with School X’s fifth grade
mathematics teacher. The teacher facilitates the research by arranging time and creating a
separate space where research participants can be trained on iSelfControl. The teacher also
thoroughly discusses the intervention with the students. The teacher interviews and journal notes
are a vital source of qualitative data for this mixed methods study.
Researcher’s Position
The researcher’s life experience with ADHD drives him to undertake this study. Having
displayed the typical behaviors associated with ADHD (i.e. impulsivity, poor attention, lack of
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 22
organization) throughout his early childhood, he was diagnosed with ADHD at age 10. The
researcher recollects being able to concentrate on video games for lengthy periods despite his
disorder. Two games that could occupy the researcher’s attention for hours as a child are Reader
Rabbit and Math Blaster.
The researcher is careful not to influence the research. Research findings shall be
validated by an unbiased person (Sullivan-Carr, 2016).
Data Collection
This section provides an explanation of the independent and dependent variables and
qualitative and quantitative data collection procedures. Data is collected using the following
instruments; direct behavior observations, Strengths and Difficulties Questionnaire, Intervention
Rating Profile (Witt et al., 1985), interviews, and teacher journal (Vogelgesang, 2015).
Dependent Variable
The dependent variable of this research is academic engagement, which is defined as
staying on task and following directions. Academically engaged students typically follow
instructions, ask relevant questions, and stay focused on the academic task (Vogelgesang, 2015;
Bruhn et al., 2015). Evidence of lack of academic engagement includes fidgeting, wandering
thoughts, making irrelevant remarks, and not following instructions (Vogelgesang, 2015; Bruhn
et al., 2015).
Data on academic engagement is collected using whole interval recording, which
involves observing the occurrence or non-occurrence of a behavior in a specified time interval.
Interval based recording is typically used to observe non-continuous behaviors that lack a clearly
defined beginning and end. In whole interval recording, a behavior is not documented as present
unless it occurs during the entire time interval (Vogelgesang, 2015; Gresham et al., 2001). Whole
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 23
interval recording is an ideal method to use when the goal of the intervention is to increase a
behavior such as academic engagement (Vogelgesang, 2015; Alberto et al., 2012). Each student
is observed for 30-second intervals throughout the period, each day for 6 weeks. In accordance
with whole interval recording protocol, academic engagement is calculated and represented as a
percentage of intervals during which the student is documented as academically engaged
(Vogelgesang, 2015).
The Strengths and Difficulties Questionnaire
The Strengths and Difficulties Questionnaire (see Appendix D) is a validated instrument
used in identifying behaviors associated with ADHD and inattention. It is freely available and
consists of a short behavior questionnaire intended for ages 3-17 years. The instrument generates
a total difficulties score based on five behavior domains (Goodman & Goodman, 2009).
The Strengths and Difficulties Questionnaire is completed by the teacher prior to and
after the intervention. Teacher responses to the questionnaire are compared with teacher
interview responses to check for alignment of problem behaviors in both data sources
(Vogelgesang, 2015). The post intervention questionnaire has two additional open-ended
questions to help with evaluation of the intervention results. These questions are included as part
of the qualitative data used to understand the teacher’s perceptions of the intervention.
The Intervention Rating Profile - 15
The Intervention Rating Profile – 15 is a questionnaire used to quantitatively measure the
acceptability of an intervention. Specifically, the questionnaire assesses whether the intervention
is suitable for the student, whether it has an undesirable impact on other students, and whether
there are any risks associated with the intervention (Vogelgesang, 2015; Witt et al., 1985). Bruhn
et al.’s (2015) adapted version of the Intervention Rating Profile – 15 (see Appendix E),
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 24
containing three open-ended questions, is utilized in this study to generate further understanding
of the teacher’s perceptions of iSelfControl (Vogelgesang, 2015; Bruhn et al., 2015). The teacher
completes this questionnaire at the conclusion of the study. Quantitative data from the
Intervention Rating Profile – 15 is brought together with qualitative data from teacher interviews
and the teacher journal to achieve an in-depth understanding of teacher perceptions of the
intervention (Vogelgesang, 2015).
Interviews
Semi-structured interviews are recorded with the teacher and students (Appendix F) prior
to and after the iSelfControl intervention. According to Gill et al. (2008), semi-structured
interviews consist “of several key questions that help to define the areas to be explored, but also
allows the interviewer or interviewee to diverge in order to pursue an idea or response in more
detail” (p. 291). In addition, Gill et al. (2008) state “the flexibility of this approach, particularly
compared to structured interviews, also allows for the discovery or elaboration of information
that is important to participants but may not have previously been thought of as pertinent by the
research team” (p. 291). The first interview generates teacher responses related to questions
about their prior experiences and expectations for using technology to manage student behavior.
The post-intervention interview asks the teacher about his experience with, and perceived value
of, the iSelfControl app to manage student behavior.
The interviews are recorded and later transcribed. The students and teacher are made
aware of the recording. Nobody outside of the researcher and dissertation committee will have
access to the recordings, which are only used for the purposes of the current research. Body
language, gestures, and facial expressions are documented by the researcher during the
interviews in order to add to the transcriptions.
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 25
Journal
An observational journal is maintained by the teacher during the intervention period. The
journal facilitates teacher recollection and discussion of specific relevant events during the
second interview. Jacelon et al. (2005) note the value of diary and journal data, indicating that
“although diaries might lack the nuances present in verbal communication, through diaries the
researcher can gather information about the day-to-day activities of participants and then explore
those activities during a subsequent interview” (p. 991). Valuable qualitative research data can
be gathered via this method. Journals can reveal significant events for study participants and
their reactions to those moments (Jacelon et al., 2005).
Independent Variable – iSelfControl
The iSelfControl app prompts students and teachers every thirty minutes to evaluate
behavior across four domains; “following directions, following rules, staying on task, and getting
along with others” (Schuck et al., 2016). Students earn, or lose, virtual points based upon their
scores across these domains. Students cannot view teacher ratings of their behavior until after
they rate their own behavior in the app. Upon entering their own scores, students can view and
compare their entries to the teacher’s. The app provides the teacher and students with a tool to
encourage and track student self-regulation. The app also stores data and allows students and
teachers to view student progress during the day or week.
Ethical Guidelines
The researcher seeks approval from the institutional review board at NJCU to conduct
this study. The Belmont Report, which emphasizes respect, justice, and beneficence, serves as
the moral and ethical guide for conducting this research on human subjects. (The National
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 26
Commission for the Protection of Human Subjects of Biomedical and Behavioral Research,
1979; Sullivan-Carr, 2016).
Handling of Data
Research site and participant names are kept confidential, and all gathered data is
securely stored and backed up in a safe and secure separate location.
Standards of Quality
The study uses the qualitative and quantitative research methodology outlined within this
paper to determine ADHD students’ response to a gamified behavioral management app. The
study design follows the mixed methods research framework of Creswell (2015) and Creswell
and Clark (2011). Validity of the research is maintained through triangulation. Multiple sources
of qualitative and quantitative data are gathered, analyzed, and compared to check for agreement.
Billups’ (2014) elements of trustworthiness are used to guide and maintain quality of the
research. The four elements of trustworthiness are “dependability (consistency), credibility
(truth), confirmability (neutrality), transferability (applicability)” (Billups, 2014; Sullivan-Carr,
2016). In order to maintain credibility, data gathered from multiple qualitative and quantitative
sources is brought together to inform answers to research questions. In order to maintain
dependability, multiple dissertation committee members shall review the work on occasion to
verify consistency in researching and reporting. The researcher is mindful of transferability
throughout the research. Transferability of findings might be impacted by the unique school
setting. Confirmability of data is maintained by securely storing and documenting the data and
keeping an audit trail.
Reliability of the dependent variable, academic engagement, is maintained by collecting
interobserver agreement data (Vogelgesang, 2015; Watkins et al., 2000). Two other individuals,
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 27
who are trained in the whole interval recording procedures, observe and record the students’
academic engagement independently and at the same time as the researcher. The percentage
agreement between the observations is later calculated (Watkins et al., 2000).
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GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 42
Appendix A
Technology Use Request Letter
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 43
Appendix B
Letter of Request to Conduct Research at Winston Preparatory School
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 44
Appendix C
Parental Consent Form
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 45
Appendix D
Strengths and Difficulties Questionnaire (Goodman & Goodman, 2009; Vogelgesang, 2015)
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 46
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 47
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 48
Appendix E
Intervention Rating Profile – 15 (Bruhn et al., 2015; Vogelgesang, 2015)
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 49
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 50
Appendix F
Teacher and Student Interviews
First Teacher Interview (Pre-Intervention):
1. Have you ever used a technology-based behavioral intervention in your classroom? If yes, which one and how did it work?
2. What are the most challenging behaviors that your face from ADHD students in your classroom?
3. What challenges do you anticipate from introducing a behavior management app in your classroom?
4. What are your expectations of the outcomes of using a behavior management app in your classroom?
Second Teacher Interview (Post-Intervention):
1. What are your perceptions of the behavioral management app intervention? a. Did you experience positive outcomes?
2. Did it benefit ADHD student academic engagement? 3. Did it impact student behavior? If yes, how? 4. Did it impact student learning outcomes? If yes, how?
First Student Interview (Pre-Intervention):
1. Have you ever used a self-monitoring app or device? If yes, which one and how did it work?
2. How would you rate your level of academic engagement in class?3. What behavioral challenges do you normally face in class?4. What are your expectations of the outcomes of using a behavior management app in
class?
Second Student Interview (Post-Intervention):
1. What are your perceptions of the behavioral management app intervention?a. Was your experience positive?
2. How do you feel the app impacted your academic engagement?3. Did this intervention impact the behavioral challenges that you normally face in class? If
yes, how?4. Do you feel this app impacted your learning outcomes? If yes, how?
GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 51
Appendix G
Additional Resources from Project #1 & #2
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GAMIFIED APP FOR ADHD BEHAVIOR MANAGEMENT 54
Visser, S. N., Danielson, M. L., Bitsko, R. H., Holbrook, J. R., Kogan, M. D., Ghandour, R. M.,
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intervention (doctoral dissertation). University of Iowa. Retrieved
from: http://ir.uiowa.edu/etd/1925
Watkins, M. W., Pacheco, M. (2000). Interobserver agreement in behavioral research:
importance and calculation. Journal of Behavioral Education, 10(4), 205-212.
Whiting, L. S. (2008). Semi-structured interviews: guidance for novice researchers. Nursing
Standard, 22(23), 35-40.
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on-task behavior: A high-school pilot study. Journal of Behavioral Education, 23(4),
421-434.
Witt, J. C., & Elliott, S. N. (1985). Acceptability of classroom intervention strategies. In T. R.
Kratochwill (Ed.), Advances in school psychology (Vol. 4, pp. 251-288). Mahwah, NJ:
Erlbaum.